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Narses

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Posts posted by Narses

  1. 2nd Panzer Div traveling from Somme to Caen covers about 200km going by googlemaps. The two panzer battalions report on day of arrival 75% operational PIV and 75% operational Panthers.

    The reports of unreliability of Panther's is vastly overstated and or PIV reliability is vastly overstated in 1944.

    Just to clarify your statement about 2nd Pz Div which is correct but leaves out the method of transportation of tracked vehicles.

    What you didn't mention was that the 2nd Pz Div armored and tracked vehicles moved by train from the Amiens area. They did not road march.The division's wheeled elements departed around 1400 on 9 June and arrived at Sees-Alencon on 11 June. But the tracked vehicles had just departed by rail. It was not until 20 June that all units of the division arrived. The Panther Abt arrived on 19 June with 52 Panthers operational and 20 in need of minor repairs due to damage in the road march to and from the trains. The PzIV Abt arrived on the same date also with about 75% available. (pg 313, Normandy 1944 by Zetterling pub 2000).

  2. Doing drive-bys in halftracks. I hadn't expected any Germans there as it said "meeting engagement" and thought I'd be clever and rush in. The result was complete chaos with halftracks, German trucks, and infantry running every which way as my guys drove head-first into a motorized platoon.

    Amazingly, the super aggressive use of the halftracks worked extremely well (granted, AT was sparse and I was fighting AI), especially when they had and supporting base of fire. Within 17 minutes the entire German force surrendered.

    th_CMNormandy2011-06-2521-04-58-72.jpg

    th_CMNormandy2011-06-2521-05-36-65.jpg

    th_CMNormandy2011-06-2521-41-26-08.jpg

    Playing "QB" against the Americans I notice the AI uses halftracks very aggressively. Not sure its realistic but it causes great confusion and the 50 cal does terrible damage. Usually I get a pzfaust or 2 to take them out but they seem to drive in before the Shermans. Wish we had the 2cm FLAK for the Germans and towed would be fine.

  3. That is Freaking Awesome!!

    I did not get a screen shot, but I saw a Panther round from 450m penetrate right through a Sherman and hit a wall where a US Mortar squad was bypassing, Killed the tank and half the mortar crew....while the mortar squad was pinned, the Sherman Explodes in a Fiery inferno injuring and killing the rest of the mortar squad... WOW... talk about some good immersion.

    Awesome screenshots !

    Tell me why is your bottom GUI different than mine? You show under the crew their weapons with ranges except for the gunner a 88 round and the tank is detailed with what looks like armor ratings in yellow & blue (?)rather than a black silhouette.

  4. The Encyclopedia of British & US Tanks of WW2, pg 125, says, " While numerous rocket launcher mounts were developed for fitting to M4 series vehicles, very few saw operational use or reached production status." Goes on to say the T34 "Calliope" consisted of 60 4.6in rocket tubes. First used by 2nd Arm Div in France in August 1944.

  5. Yep, I think you nailed it womble. This is what he was doing wrong. In the OP's defense, it is a rather unintuitive way to purchase units. It took me a while to figure it out also.

    That is exactly right guys and until the other day I didn't realize you could click on the "+" sign to get a breakout of the Activated HQ or that you could delete from there.

    The "+" option in Activated Troops isn't covered in the manual (pg 54) although its mentioned for Available Troops.

    Also though cranking thru "suggestions" does work to get armor in "mix."

    UNINTUITIVE this whole thing in "QB."

  6. Maybe I'm doing something wrong but I absolutely cannot get any computer selected vehicles at all on quick battles. I've tried all battle sizes, even set it to armor only, still only gives me infantry. Is this a bug, maybe something to do with rarity?

    BTW great job guys--other than that I'm very impressed with this game...got it day before yesterday & have been playing non-stop.

    Although I cretainly haven't exhausted all possibilities I've only had AFV in "Mix" or "Arm Only." That is playing usually in "small" or "medium."

    Usually in "small" or "medium" picking an armor formation in "Available" will be more points ( red) than are available. So then you need to go to "Suggestions" and keep clicking until you see something you want. You can get a plt (zug) of AFV's eventually - even Tigers. Then if still have points take some inf units as well.

    When you click on the "+" sign in Activated Units you can see your HQ unit and all the smaller units attached that you picked individually.

    Frankly I think this system is very odd but that's what it is and it works OK. Its based on the correct idea you need an overall HQ (I think).

  7. I noticed playing on the map "Small Village w/Water" that after I destroyed 4 armored vehicles on the bridge and at the entrance to the bridge that my Stug was able to cross the bridge without difficulty. Some vihicles were still on fire.

    Is that to represent: 1) that the Stug might have been able to bulldoz the wrecks off ? Or 2) possibly that it represents that the actual size of the bridge as displayed was not the visible size.

    Seems to me that while that might have been possible with one enemy destroyed on bridge with 4 it would've consumed lots of time - more that the less than 15 or 20 seconds it took.

    Anyway I thought it odd I crossed so easily.

  8. When you go to select special teams and vehicles look at the Activated units section and you will see a little golden arrow next to one of the formations you purchased. You can choose which formation by highlighting it and then returning to the Available troop section. When you purchase your special units they are added to this formation. You can see them by clicking on the "+" sign next to the formation. You can then delete them or do whatever you need.

    Appreciate that, thanks much its a big help.

  9. Narses.... That rings a classical bell. Wasn't he that that Byzantine eunuch who became a great general? Around the time of Justinian? No inference, of course, on the state of your pudenda, Narses.

    Your exactly right about Narses.

    I was reading a book called "Hammer of the Goths" when I needed a log on name so I chose Narses and btw I'm about the same age as Narses when he made his mark as a great general replacing the even more famous Belasarius.

  10. "QB" again. It seems in selecting units you can delete formations but once you go to add special teams and vehicles they do not appear on the list of "Activated." Then if you make a simple error and go over the point count you must cancel and start over.

    I checked the manual but see no way to delete a special unit or vehicle if you exceed the point count.

    Sure it can be worked around by starting over but its annoying. This isn't friendly and very unlike CM1.

  11. I hesitate to be too critical of this game as I've only played it for a month. Although relative to the experience/morale factors, etc. I am having some issues but it may be lack of skill and understanding of the game options. Ive been playing maybe 80% Ger, 20% US. I've been playing "QB" mostly and some scenarios and all too often my Germans are breaking rather quickly under fire. Usually I'm 'veteran.' I've not seen it quite so much in the few scenarios I've played so I'm thinking I'm not tweaking all the experience and morale factors correctly in "QB."

    Frankly I'm feeling sometimes that I'm in charge of "Ost" units in Normandy not all German units. Of course its true the German static divisions had huge liabilites as they were stuck in place along the beaches and could not move. I recognize as someone said days ago that by 1944 Germans were having serious manpower difficulties and basic training and unit training was being accomplished by reducing the number of weeks but still the German forces were organized around veteran NCO's and officers all of which were combat tested (unlike some Allied units). In addition its documented that the Germans sent to best men to combat units ( see van Creveld in Fighting Power, Chp 11 'Leadership and the Officers Corps' and how the best in IQ in the US often went invaribly to the Finance Corps !!).

    Anyway guess I'll crank up if I need to go to "crack." Still I love this game, just have to 'tweak' it properly."

    My reference to van Creveld referenced the wrong chapter. The chapter showing assignment of personnel by branch is in Chp 7, Army Personnel Administration, pg 71 has the chart.

    Based upon the results of the Army induction test given everyone (AGCT) those in the 2 highest scores (Class 1 and 2) 89.4% went to the Finance Corps. Meaning the remainder in Finance 11% ( to make 100%) were from Class 3,4, and 5).

    27.4% in those test high test score catagories went to the infantry and the other combat branches like Ar, Arty, Engr, Cav were about the same - mid 20%. Those combat branches then received approx 30% from Class 3 and 42% in the lowest test scores of Class 4 and 5.

  12. Yeah, the few extra points you pay to upgrade units from Green or Regular is probably definitely worth it. I just wonder historically however how many units could factually be described as being Crack or Elite. Probably not many.

    At the squad level only it is probably more believable, however.

    I could honestly see an SS unit having a fairly large number of Crack units mixed together with a lot of Greens and Conscripts.

    I hesitate to be too critical of this game as I've only played it for a month. Although relative to the experience/morale factors, etc. I am having some issues but it may be lack of skill and understanding of the game options. Ive been playing maybe 80% Ger, 20% US. I've been playing "QB" mostly and some scenarios and all too often my Germans are breaking rather quickly under fire. Usually I'm 'veteran.' I've not seen it quite so much in the few scenarios I've played so I'm thinking I'm not tweaking all the experience and morale factors correctly in "QB."

    Frankly I'm feeling sometimes that I'm in charge of "Ost" units in Normandy not all German units. Of course its true the German static divisions had huge liabilites as they were stuck in place along the beaches and could not move. I recognize as someone said days ago that by 1944 Germans were having serious manpower difficulties and basic training and unit training was being accomplished by reducing the number of weeks but still the German forces were organized around veteran NCO's and officers all of which were combat tested (unlike some Allied units). In addition its documented that the Germans sent to best men to combat units ( see van Creveld in Fighting Power, Chp 11 'Leadership and the Officers Corps' and how the best in IQ in the US often went invaribly to the Finance Corps !!).

    Anyway guess I'll crank up if I need to go to "crack." Still I love this game, just have to 'tweak' it properly."

  13. Long ago I played an excellent sim called, I think, TASK FORCE 42.

    Why isn't there something like this again. Those naval battles, the cruiser and DD and a couple BB encounters in the Iron Bottom Sound area around Guadalcanal are epic naval battles.

    FIGHTING STEEL was also quite good and included the Atlantic but I can't seem to get it to work on Vista or W7. Anyone know the answer to getting it going ?

    The carrier battles as well that I still play on SSG's old platform (CARRIERS AT WAR) are outstanding of what could be on today PC's.

    We need new sims !

  14. This is not about preplanned but just arty/mortar support. I'm having no problems generally in the set up scenarios but in "QB's" I'm having a devil of a time.

    My Forward Observers start out OK but continually get surpressed or shaky as soon as the bullets fly. Suddenly a set up mission is lost.

    Should I put them in "hide" after setting up the strike or what ? Any hints welcomed. I was 2 tours in Vietnam (but not in the calling in fire business) and don't recall missions scrubbed while under intense enemy rocket attack as long as radio contanct remained and even then if called in it was delivered (I think).

  15. well it seems there were far fewer PzIII and PzII at normandy than i was lead to believe...

    Niklas Zetterling in Normandy 44, pg 64, gives a total of 30 in "the West" not necessarily Normandy and Jentz in Panzer Truppen, Vol II, pg 177 gives 39.

    Zetterling has an interesting observation saying since the panzer was considered obsolescent the units may not have reported it as it was used mostly for HQ and admin functions as it had little combat value but could provide mobility and armor protection to various staff officers.

  16. All in all a great job and a wonderful game.

    I've been playing since CMBO and still play CMBB and AK. But finally great looking infantry that does the job. Great looking vehicles.

    I'm a bit impatient with the selectng forces part of "QB" (all the clicking, deleting necessary to get to something I'm aiming for) but generally in the end I'm pleased there as well.

    Looking forward to the continuation of this series and will be playing this for a long time.

  17. There's three modules to come including a 'crazy vehicle pack' so perhaps seeing its arrival isn't entirely out of the question... I guess. The main hitch may be the vehicle's date of introduction. Were any in Normandy? Can Steve locate a proper TO&E showing who got and how the unit looked? Also, if Dan can't get his hands on decent plans & specs of the thing? I suppose there's always DML/Dragon to turn to. ;)

    According to the Encyclopedia of Ger Tanks (Chamberlain & Doyle) the SdKfz 251 was introduced in Aug 44. No numbers mentioned. Probably rare in Aug. 2000 rds ammo. From the picture it doesn't look like it could depress the guns from horizontal.

    SdKfz 251/22 with a Pak40L46 not until 1945 (production started in Dec44).

  18. Hi,

    Whats the difference between:

    Probe

    Assault

    Attack

    Meeting Engagement

    ???

    Are you looking for explanations or definitions ?

    A probe is simply an attempt to find out information about an enemy force. Perhaps you will use just enough force to get him to react and reveal where his lines are and perhaps light off some of his supporting fires.

    An attack is more determined and will try and overrun or perhaps push an enemy back from territory he has just taken from you (also called counterattack). It desires a tactical outcome.

    An assault is an attack with much preparation and perhaps air support to actually breakthrough, maybe envelope and rout the opposition. It is looking for a strategic advantage.

    A meeting engagement is not always planned but in mobile operations often is a counter to an enemy mobile movement. Sometimes 2 forces unexpectantly moving towards each other bump up and an unexpected fight begins so it could be inf alone.

  19. Two ways:

    1) If you want a platoon of them then you have to buy a whole battalion that includes assault guns and then delete the stuff you don't want. Select and delete the companies you don't want. Then you can delete the battalion HQ. Expand your remaining company (that has the assault guns) and delete the platoons you don't want then you can delete the company HQ. You should be left with a platoon of assault guns and your points should be a lot less.

    2) Switch the drop down on the left from "Formations" to "Vehicles" (I think I have those names right) and then select the assault gun you want and press purchase a couple of times to buy the number you want. I believe that you can only do this if you have an HQ selected on the right hand side to assign the vehicles to. So even if you buy individual assault guns you still need to buy a whole formation and whittle it down like in number 1).

    I'm still wrestling with this myself. Seems darn awkward to have to do all that deleting in a "quick" system to get something you want to try out. I've used "automatic" as well and sometimes I get strange organizations like 6 or 7 PSW 222 (production stopped in 43 but yes some were still around) plus lots of other 8 wheeled AC. Sometimes I get panzers but only HMG squads with them. But often "automatic" will also give something reasonable.

    But remember in trying to do this you need to pick the enemy side also or you may get a force much larger than yours after all the deleting or using "automatic" for them.

    Btw, put "rarity" at none probably is best idea.

    I haven'y been able to tweek it the way I'd like but I'm pretty much satisfied. I like the choice of maps although some are repeated but instead of flat terrin are now hilly. Would be nice to have the game maps in QB.

    From what I've read in Jentz's 2 vol Panzer Truppen" the Germans discovered they didn't much like the Stugs in Normandy because their low profile made it difficult to sight enemy in all that bocage and tree & shrub filled terrain unlike the many open spaces in Russia.

    Btw, this is being discussed in at least 2 other threads as well.

  20. There were various levels of bad tank / infantry coordination. Late war german tank unit commanders (also incl. independent Army Stug-, or Tiger units) oftenly complained, when subordinated to infantry unit commanders, these would "plan" and execute actions by particular demands of the infantry. This led to situations, where the tank units where sent into terrain, that wasn´t suited for tank movements (marshy, muddy terrain, generally confined ect.). Or supply and maintenance issues were completely neglected, as the infantry commanders didn´t feel any responsibility for it. Also pre battle recconnaissance did not fit the needs for tank units (terrain, mines?, enemy AT?), or infantry unit commanders completely failed to put the tank commander into the given situation, sending the tank unit into attack just when it arrived.

    On small scale coordination, inexperienced infantry tended to either bunch up behind armor, when on the move, or to the contrary, let the tanks move alone, in "confidence", the tanks might break the opposition all alone. This also led to situations, that infantry did not watch out for enemy AT guns or infantry AT teams, with the result that the tanks slammed straight into ambushes. The basic rule during tank / infantry coordination was that infantry protects tanks from hidden enemy AT (excl. armor) and tanks fight enemy targets dangerous to the infantry (HMG ect.).

    All of that is either in hands of the player, or scenario designer in CMBN. :)

    Hmm, where do I know you from with that moniker? Was it Panzer Elite ? I was on the mod team for Ostpak ( EF version of Pz Elite). I was Hetzer on Pz Elite. Boy, that was back around 2000-2005 and there has never been another plt level tank game where you could enter and if necessary move to another pz in your zug as good and I've tried T34vTiger and Steel Fury.

    You touched on an interesting subject about poor use of armor. Recall the Panthers at Kursk stumbling around in poor terrain filled with mines although that was based on a screwy command setup as I recall and a Pz Bde cdr (for all the Panthers & attached to GD) that was very inexperienced on the East Front and he got in a hell of a row with GD's cdr of their Pz Rgt who was Graf Strachwitz the so-called "Pz Baron."

  21. You will have to find Zitterling's book if you want an answer, Buckley cites the book but doesn't give a detailed note explaining what you want answered. Buckley, citing Zitterling puts numbers at:

    900 Mark IVs

    650 Panthers

    550 StuGs

    120-30 Tigers (I and II)

    300 "Others"

    If you have Zitterling's Normandy book, look around pages 65-68.

    Someone has already posted the numbers from Jentz which most importantly list the number of armored vehicles as of 10 June 1944.

    I have Zetterling as well but be careful as his numbers also often include reinforcements sent the following month and makes assumptions about deliveries. But this is an outstanding book, no doubt as his book on Kursk. So those numbers on-hand in Zetterling would not include losses for example he says by 27 July (pg 82) the losses were: 224 Pz Iv's, 131 Panthers, 23 Tigers, 60 Stugs and 40 SP mounted PAK's ( Marders probably). Additionally about this same date there were 353 panzers and 117 assault guns in workshops. Zetterling can be a bit difficult to follow and he admits (pg 82) its difficult to come to exact numbers because of maintenance and deliveries and where the panzers were sent for repairs.

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